Episode 7 – Inscrutable
After a year of planning, Tao convinces a group of Lemurians to take to the seas as pirates. This is a HEROIC Complex Action of Intelligence + Influence / Persuasion or an INCREDIBLE Willpower + Performance / Acting task with each roll taking one week, this represents remaining undetected while negotiating with the Lemurians (Done as flashback starting 1 September 1942). Success gains twenty sailors, if Tao succeed at one level higher he gains thirty sailors.
Beginning 1 October 1942, Hansen, at nearly her lowest point after the failure of her power play is fed up with the fawning and clearly unstable Tremmel. In addition, she has also had enough of her ‘house arrest’ she begins an Opposed Roll using Intelligence + Influence / Persuasion or Willpower + Performance / Acting against Tao’s Willpower + Discipline / Mental Resistance with each roll representing a day of covert effort. If Hansen chooses to use sex as a weapon, she gains a two-step bonus to skill. The difference between the rolls, if in Hansen’s favor, is tallied as per a Complex Action and if she can reach HARD level before Tao makes his move, he accepts her as part of his crew leading her to become an even more bloodthirsty pirate than the ex-gun runner.
If she fails the Opposed Roll, she will have to resort to stowing away which requires a FORMIDABLE roll of Intelligence + Covert / Stealth. When discovered, Tao is furious and Hansen has one chance to succeed with a Opposed Roll using Intelligence + Influence / Persuasion or Willpower + Performance / Acting against Tao’s Willpower + Discipline / Mental Resistance, if she fails, things go very bad for her in that she will be raped and thrown overboard to die a gruesome death in a cloud of flasher fish. If she wins, she wins probationary status with the pirates. She must again attempt an Opposed Roll using Intelligence + Influence / Persuasion or Willpower + Performance / Acting against Tao’s Willpower + Discipline / Mental Resistance with each roll representing a day of effort. If Hansen chooses to use sex as a weapon, she gains a two-step bonus to skill. The difference between the rolls, if in Hansen’s favor, is tallied as per a Complex Action and if she can reach FORMIDABLE level in two months, Tao accepts her as part of his crew leading her to become an even more bloodthirsty pirate than ex-gun runner. If she fails this task, she is not accepted as a pirate and becomes little more than Tao’s sex slave.
In order to further ingratiate herself with Tao, Hansen has Tremmel assisting in the escape if she won the Opposed Roll. If she fails, she still uses Tremmel to help her stowaway on one of Tao’s feluccas. No roll was required for Hansen to get Tremmel to do her bidding. She spins a story of how she’s planned an escape and she would take him with her to freedom. His role in the escape is to raid the Macao Clipper (Used as the armory for the human weapons) to steal some guns to help in the escape while she steals a felucca. She’ll pick him up on the docks and they will sail away to live in love forever. Tremmel must make an Opposed Roll of Agility + Covert / Stealth versus the Lemurian guard’s Alertness + Perception to get close enough to attack hand to hand. If he manages an Extraordinary Success, the guard is completely surprised and is an easy target.
As Tremmel is unarmed, he will have to rely on his boxing skills to subdue the guard silently. However, the treacherous Hansen alerts the watch of what Tremmel was trying to do and he ends up just being a diversion to help Tao. Tremmel has to succeed with a HARD Agility + Covert to reach the weapons before the watch of six Lemurians arrives. If he fails, he is attacked by the watch using the flats of their weapons to do Stun damage. If he succeeds, he can arm himself with one of the Springfield rifles and 3d6 rounds of ammunition. In either case, run the combat as normal.
Once Tao has convinced his followers of his plan, the first stage of the rebellion consists of overpowering the crew of five cannon armed Feluccas and escaping into the night. This requires a full reconnaissance of the Davao harbor with an AVERAGE Complex Action of Alertness + Covert / Surveillance with a ten minute time increment and a six roll limit.
When the Threshold has been reached, the PCs will have a full read on the night watch of the port. The first Botch adds a half hour to the search, while the second Botch will automatically encounter a patrol of four Davao Guards. Each ten minutes, the PCs will have to succeed with an EASY Agility + Covert / Stealth roll to avoid night watch patrols. Should the PCs be detected, they will have to defeat these fighters within ten Combat Turns and do so without the use of firearms or they will alert the entire harbor of their presence. Failing to defeat the patrol quickly results in relentless pursuit. Escaping pursuit will take a HARD Intelligence + Covert or a FORMIDABLE Intelligence + Survival / Jungle roll. Failing this roll will allow a half a dozen Davao Guard catching them, while a Botch will result in ten warriors catching them. Run these encounters as normal.
If the PCs remain undetected or defeated any patrols, they may continue with their hijacking. Each Lemurian pirate is armed with a Scota PC and successfully boarding the targeted feluccas is a HARD Complex Action of Agility + Covert / Stealth with a ten minute time increment and a ten roll maximum. Each PC will have to make the same EASY Agility + Covert / Stealth roll every ten minutes to avoid patrols with the same consequences for being detected as above.
On reaching the stealth Threshold, Tao’s group of raiders have successfully boarded the feluccas undetected and will get a free attack against the defenseless crew on board that makes no noise. The hijackers must defeat the nine man felucca crews in five Combat Turns or the night watch will be alerted. If this occurs, the pirates only have five more Combat Turns before the port is fully alerted with six Davao Guards arrive to assist each felucca being attacked. However, if Tremmel successfully boarded the Macao Clipper this time increases to fifteen rounds, and even if the Tremmel failed, the time is increased to ten rounds.
Successfully defeating a felucca’s crew allows that pirate crew to roll a HARD Intelligence + Sailor / Helmsman to set sail and escape into the darkness. Failing this roll delays slipping from the dock by a Combat Turn and the roll must be attempted again. Feluccas that do cast off, but then attempt to slip past the forts covering the entrance to Davao, which requires another HARD Ship’s Agility + Sailor / Helmsman roll to remain undetected. If the roll fails, that felucca will come under fire from sporadic fire from the fort with each detected ship drawing 1d4 shots at Agility d6 + Skill d4 (with the darkness factored in). If multiple shots happen to target a single ship, they are fired as individual shots and cannot used linked fire.